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Vizer-1

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    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    I need a basic logic check to understand the game better. If any of the statements I make are wrong, let me know and I'll learn! Sol's Wild Throw is a great tool for turning pressure into damage. Because Sol has a weak grounded high game, and because corner IADs in Guilty Gear are easy to react to and block (or even punish), Wild Throw/frame trap is Sol's primary mixup, where Wild Throw is the threat that makes people want to do things that lose to frame traps. And yet, good Sol players rarely use Wild Throw (relative to the number of times they opt to push buttons at frame advantage instead). And Sol's opponent still gets caught doing things that lose to Sol's buttons. I think there are two major reasons for this. First, if Sol goes for a Wild Throw and his opponent jumps or hits Sol with a button, the opponent gets decent damage, knockdown, gets out of the corner if he was there, and now it's the opponent's turn. Momentum is huge in Guilty Gear, so this is an enormous win for Sol's opponent; not only did he get out of Sol's offense, but he starts his own. In contrast, if Sol goes for hitconfirms instead of Wild Throw, at worst they turn into safe blockstrings from which he can spend meter (on Gunflame YRC) to try again. That makes Wild Throw high risk, high reward, unless the risk:reward ratio is tipped in favor of the reward, via the opponent having bad hit confirms, or blocking a lot. The second reason Wild Throw isn't often used but opponents still get hit by Sol's buttons is because of Guilty Gear's offense. In Street Fighter, when you have frame advantage you get a brief period of mixups, but once you get pushed out by the opponent's blocking, there aren't many ways to recreate the advantageous situation, you just have to win the neutral game again. In Guilty Gear, especially in the corner, offense is a lot scarier, and the attacker has options to keep the pressure going. As a result, the defender is further incentivized to take risks to find a way out, because not pushing buttons/jumping is a big risk in itself--Sol will Wild Throw you eventually, and that leads to more damage than Street Fighter's universal throw. And some quick questions: in Guilty Gear, should I expect (with any character) to always get small combos midscreen, and huge ones in the corner? Every game has corner-specific combos, but Guilty Gear's seem far more important. Because of Sol's weak high/low game, is it alright (or even advised) to use 2P/5K over 2K for confirm strings? I typed this on my phone before reading the whole Q&A thread because I wanted to get this off my mind. I hope this wasn't all asked already. There's a lot of good info here, so I'll read it all later today!
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